The Meaning of Life, the Universe, and Everything.
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3/6/2015
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when people make the loot collectors in spawners, they only collect their drops, but not their experience points, so I think that hoppers should be able to collect XP points and put 4 XP points in bottles if any are placed in the hopper. But if there is one bottle left and there is only 2 XP points left, the bottle just isn't filled. Please support my suggestion
Good idea. I should throw out all reasoning as to why I shouldn't support this and just support you just because you told me to!
Here's the thing...mobs need to be player/wolf killed to drop exp., meaning that you have to be there killing them and automatically picking up the experience in the first place--you can't just let it run and come back to 50 levels.
I'm going to ask a general question first. Hey guys... just how EASY to we want this game to get? If this gets implemented, why play at all?... just turn on your Xbox in the morning, leave for school and come back at night to a finished world. Bah... where's the fun in that?
Here's the thing...mobs need to be player/wolf killed to drop exp., meaning that you have to be there killing them and automatically picking up the experience in the first place--you can't just let it run and come back to 50 levels.
Hmm, first; you're right, I'll test if they drop XP if they get shot from an arrow from a dispenser, second; i ASKED you to support
since when did I suggest your cities build themselves?
If the way you play the game is only about building - there's already creative mode for that. Since we're talking about XP, we're talking about the survival game, which is not solely about building. XP for killing off mobs is not supposed to be a thing that can be collected "automatically." As Phoenix points out, it requires that the mob be killed directly by the player... which means that the player is there to collect the XP immediately. Also, the designer intentionally put in a system where the "value" of that XP goes down as the player accumulates higher levels (i.e. it takes more XP to level up after Level 30)... that means they intentionally wanted the player to use up their XP when they reach Level 30 (by enchanting needed items) and if they didn't or couldn't, they pay a "penalty" for that and also assume the risk of losing a bunch of it if they die. Storing it up in bottles so that it can be used in precise 30-level increments goes against that... and makes the "survival" game easier as well.
So, I'll ask my question again... just how easy do we want the "survival" game to get? I see posts here saying it's already way too easy, even on hard difficulty.... but I also see so many suggestions that want to make it easier and easier. What happens though is that each time a suggestion is adopted that makes the game easier... the value of "beating the game" at any particular level goes down. Indeed, why play a game at all if there is little or no challenge to it? (I think that's one reason why a lot of people won't play in creative mode now.)
Upup away, don't use "it makes the game too easy" as your counter. Ive read a few topics on the mater, and I have to agree, it's a weak argument.
The the argument we should be using is this, the problem with your suggestion is your honking of experiance orbs as though their items that can be picked up and interacted with. in reality they are a spiritual component of the game, manifested into the image of bright glowing balls. They arnt a thing that mobs drop, they are the players progression though life and his (or her) mental or spiritual gains for his actions.
so dont think of it as an item to be harvested, but what you get for getting down and dirty In combat (or breeding)
Upup away, don't use "it makes the game too easy" as your counter. Ive read a few topics on the mater, and I have to agree, it's a weak argument.
The the argument we should be using is this, the problem with your suggestion is your honking of experiance orbs as though their items that can be picked up and interacted with. in reality they are a spiritual component of the game, manifested into the image of bright glowing balls. They arnt a thing that mobs drop, they are the players progression though life and his (or her) mental or spiritual gains for his actions.
so dont think of it as an item to be harvested, but what you get for getting down and dirty In combat (or breeding)
Weak argument or not, it's my opinion... based on watching a steady process here on these forums for that last 2+ years. The game developer introduces something to make the game more challenging and interesting, and the public immediately starts thinking about how to undermine it in various ways. Challenging the developer's concepts and programming techniques seems almost to be more a part of Minecraft than just simply playing the game. That's not necessrarily a bad thing... just something I disagree with. I think game developers put a lot of themselves into their games and, when making suggestions, people should respect the developer's intentions more.
In this case, the developer has clearly intended that XP be collected immediately by the player... and be kept/stored on their character's person so that there is a risk of losing some of it should the player die before they opt to use it for enchanting items. So, enabling the storage of XP in hoppers then bottles does eliminate that risk... and THAT would make the game "easier" (i.e. there would be less risk of loss associated with dying in the game)... and it is my humble opinion that the game is already easy enough (particularly since the player can already almost eliminate the risk of dying by playing in peaceful mode... and still collect XP by various other means). In addition, this suggestion involves XP farms - which I personally have no problem with (but others do). Still, that does mean that the player already can effectively collect unlimited XP with very little risk at any time they want to spend a few minutes operating the farm. They can just put an enchanting table and anvil near their XP farm and alternate between farming and using the XP immediately... So, do they REALLY need to store up XP in a hopper... or is the motivation just plain ol' greed.
As for coming up with spiritual explanations for why the developer might want it this way - well, that's just not in my particular personality. A game is a game, I enjoy it for being a game... I don't need to try to make it into a religion. Again, that other people do this is not necessarily a bad thing... just not "my" thing.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
273
Member Details
I did not mean spiritual as in god or angels or what have you. I ment it's not a physical thing. I didn't mean to sound like I was attacking you, we both want the same thing, and for the same reasons (I also think it would be too easy for players to do things, I just don't think that argument is the best direction to get the OP to see from other points of views).
im tryin to discuss this without getting the OP to act defensively and just start lashing out.
i get what you're trying to say Last_Crayon, and i read the good suggestion thing even before you suggested it to me, but I dont get it, I had supporting reasons, details, and all that kind of stuff (okay maybe not ALL that stuff). Plus Up Up Away, its just a suggestion, alright? Anyway, im not DEMANDING that they have this in the game, I just thought it might be nice, you know? After all, haven't YOU have a suggestion backed down by someone else?
I did not mean spiritual as in god or angels or what have you. I ment it's not a physical thing. I didn't mean to sound like I was attacking you, we both want the same thing, and for the same reasons (I also think it would be too easy for players to do things, I just don't think that argument is the best direction to get the OP to see from other points of views).
im tryin to discuss this without getting the OP to act defensively and just start lashing out.
I wasn't interpreting the OPs comment to me as lashing out... and I had hoped I had clarified my comment with the second post. To be clearer still - It's not that I'm against there being "easy" settings for a game... there should be, ideally, a balance of both easy, medium, and hard options for gameplay and the game developer will usually try to provide options for as broad a spectrum of players as possible. So, I'll word my question another way.... There are currently several "peaceful" (i.e. relatively risk free) ways to collect XP (e.g. mining coal, killing passive animals, breeding, smelting wood, etc.) and only a couple that make it more difficult (those being that a mob has to be killed directly by the player and that the player must carry accumulated XP on their person where they might lose some of it if they die). So, IF this suggestion is implemented, how do we make it harder to collect XP again for those players who like a challenge?
Good idea. I should throw out all reasoning as to why I shouldn't support this and just support you just because you told me to!
Here's the thing...mobs need to be player/wolf killed to drop exp., meaning that you have to be there killing them and automatically picking up the experience in the first place--you can't just let it run and come back to 50 levels.
Stay fluffy~
Hmm, first; you're right, I'll test if they drop XP if they get shot from an arrow from a dispenser, second; i ASKED you to support
since when did I suggest your cities build themselves?
If the way you play the game is only about building - there's already creative mode for that. Since we're talking about XP, we're talking about the survival game, which is not solely about building. XP for killing off mobs is not supposed to be a thing that can be collected "automatically." As Phoenix points out, it requires that the mob be killed directly by the player... which means that the player is there to collect the XP immediately. Also, the designer intentionally put in a system where the "value" of that XP goes down as the player accumulates higher levels (i.e. it takes more XP to level up after Level 30)... that means they intentionally wanted the player to use up their XP when they reach Level 30 (by enchanting needed items) and if they didn't or couldn't, they pay a "penalty" for that and also assume the risk of losing a bunch of it if they die. Storing it up in bottles so that it can be used in precise 30-level increments goes against that... and makes the "survival" game easier as well.
So, I'll ask my question again... just how easy do we want the "survival" game to get? I see posts here saying it's already way too easy, even on hard difficulty.... but I also see so many suggestions that want to make it easier and easier. What happens though is that each time a suggestion is adopted that makes the game easier... the value of "beating the game" at any particular level goes down. Indeed, why play a game at all if there is little or no challenge to it? (I think that's one reason why a lot of people won't play in creative mode now.)
http://www.minecraftforum.net/forums/minecraft-xbox-360-edition/mcx360-discussion/mcx360-suggestions/2062418-guidelines-for-good-suggestions
Upup away, don't use "it makes the game too easy" as your counter. Ive read a few topics on the mater, and I have to agree, it's a weak argument.
The the argument we should be using is this, the problem with your suggestion is your honking of experiance orbs as though their items that can be picked up and interacted with. in reality they are a spiritual component of the game, manifested into the image of bright glowing balls. They arnt a thing that mobs drop, they are the players progression though life and his (or her) mental or spiritual gains for his actions.
so dont think of it as an item to be harvested, but what you get for getting down and dirty In combat (or breeding)
Weak argument or not, it's my opinion... based on watching a steady process here on these forums for that last 2+ years. The game developer introduces something to make the game more challenging and interesting, and the public immediately starts thinking about how to undermine it in various ways. Challenging the developer's concepts and programming techniques seems almost to be more a part of Minecraft than just simply playing the game. That's not necessrarily a bad thing... just something I disagree with. I think game developers put a lot of themselves into their games and, when making suggestions, people should respect the developer's intentions more.
In this case, the developer has clearly intended that XP be collected immediately by the player... and be kept/stored on their character's person so that there is a risk of losing some of it should the player die before they opt to use it for enchanting items. So, enabling the storage of XP in hoppers then bottles does eliminate that risk... and THAT would make the game "easier" (i.e. there would be less risk of loss associated with dying in the game)... and it is my humble opinion that the game is already easy enough (particularly since the player can already almost eliminate the risk of dying by playing in peaceful mode... and still collect XP by various other means). In addition, this suggestion involves XP farms - which I personally have no problem with (but others do). Still, that does mean that the player already can effectively collect unlimited XP with very little risk at any time they want to spend a few minutes operating the farm. They can just put an enchanting table and anvil near their XP farm and alternate between farming and using the XP immediately... So, do they REALLY need to store up XP in a hopper... or is the motivation just plain ol' greed.
As for coming up with spiritual explanations for why the developer might want it this way - well, that's just not in my particular personality. A game is a game, I enjoy it for being a game... I don't need to try to make it into a religion. Again, that other people do this is not necessarily a bad thing... just not "my" thing.
im tryin to discuss this without getting the OP to act defensively and just start lashing out.
i get what you're trying to say Last_Crayon, and i read the good suggestion thing even before you suggested it to me, but I dont get it, I had supporting reasons, details, and all that kind of stuff (okay maybe not ALL that stuff). Plus Up Up Away, its just a suggestion, alright? Anyway, im not DEMANDING that they have this in the game, I just thought it might be nice, you know? After all, haven't YOU have a suggestion backed down by someone else?
I wasn't interpreting the OPs comment to me as lashing out... and I had hoped I had clarified my comment with the second post. To be clearer still - It's not that I'm against there being "easy" settings for a game... there should be, ideally, a balance of both easy, medium, and hard options for gameplay and the game developer will usually try to provide options for as broad a spectrum of players as possible. So, I'll word my question another way.... There are currently several "peaceful" (i.e. relatively risk free) ways to collect XP (e.g. mining coal, killing passive animals, breeding, smelting wood, etc.) and only a couple that make it more difficult (those being that a mob has to be killed directly by the player and that the player must carry accumulated XP on their person where they might lose some of it if they die). So, IF this suggestion is implemented, how do we make it harder to collect XP again for those players who like a challenge?
If you want XP from mobs then just straight up kill them
^^^^ Click it! You know you want to...
Sorry saw, it seemed like you were getting upset with BP for him not supporting you.
To answer your question, my (3 I think) suggestions have never been commented on.